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Chris wrote:
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cronus wrote:
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Chris wrote:
We deployed a small update today (with no new version number or patch notes)
patches without increasing the numbering scheme. is there any special reason for that? it's considered bad style but who am i to talk :-)
Two reasons:
a) We prepared it in a hurry to get it into the realm without much of the usual merging/quality assurance process, as it was just one change and we wanted to stop those crashes immediately.
b) I didn't want to waste the next patch number (0.9.12qq) on something so small.
Glorious!
(Phermi)
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Posted byZareuther#3198on Oct 5, 2012, 5:50:03 AM
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Chris wrote:
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cronus wrote:
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Chris wrote:
We deployed a small update today (with no new version number or patch notes)
patches without increasing the numbering scheme. is there any special reason for that? it's considered bad style but who am i to talk :-)
Two reasons:
a) We prepared it in a hurry to get it into the realm without much of the usual merging/quality assurance process, as it was just one change and we wanted to stop those crashes immediately.
b) I didn't want to waste the next patch number (0.9.12qq) on something so small.
Nah, save the resistances and start at 0.9.12q, then 0.9.12qa, 0.9.12qb, etc up until 0.9.12qq
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Posted byXendran#1127on Oct 5, 2012, 5:50:24 AM
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Patch QQ will be legendary!
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Posted byThunderflux#0503on Oct 5, 2012, 6:14:34 AM
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Chris wrote:
a) We prepared it in a hurry to get it into the realm without much of the usual merging/quality assurance process, as it was just one change and we wanted to stop those crashes immediately.
b) I didn't want to waste the next patch number (0.9.12qq) on something so small.
sounds all very familiar to me :-), nevermind but first, from my experience, there is no such thing as "small patches" and second, if you really fixed something you need a anchor for people to relate to (...this was fixed in version x.y.z.001).
reg "wasting a patch number": don't know what prevents you from increasing 0.9.12z to 0.9.12.za and restart the alphabet?
(sry if this sounded lecturing, it's of course your game)
offline
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Posted bycronus#1461on Oct 5, 2012, 6:24:01 AM
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+
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Posted byCorvin#0633on Oct 5, 2012, 9:34:40 AM
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Chris wrote:
We deployed a small update today (with no new version number or patch notes) that will probably fix the graphical glitches and associated crashes that users have been experiencing for the last few months. We'd welcome any feedback on whether this improved the situation. Our metrics indicate that this should fix about 55% of crashes that occur.
I've suffered a couple of graphic glitches followed by client crash since the patch, both of them while running the level 63 Spider Forest map, can't say if I had the problems before since I've not run that particular map for a long time.
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Posted byRandall#0850on Oct 5, 2012, 9:37:00 AM
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Chris wrote:
We deployed a small update today (with no new version number or patch notes) that will probably fix the graphical glitches and associated crashes that users have been experiencing for the last few months. We'd welcome any feedback on whether this improved the situation. Our metrics indicate that this should fix about 55% of crashes that occur.
I'm still getting artifacting and random graphical glitches. Lightning Arrow is especailly colorful when the arrow itself artifacts. I even had some of the ambient particles doing it, so I had large yellow swatches circling the screen. It was... interesting :) Problems started after about 1.5 hours of gameplay.
FWIW, restarting the client seems to clear up the problem. I had thought it was my video card (had problems with an old one) but since this doesn't happen in other games I'm fairly convinced it's the PoE client.
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Posted byunsmith#1924on Oct 5, 2012, 10:21:55 AMAlpha Member
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I really hope the invisible cursor bug has been fixed by now?! I keep checking back and my cursor remains invisible.
stuck with this hokey looking tl2 for now, lol.
thx again for the updates!!
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Posted byshaner81#4589on Oct 5, 2012, 10:51:38 AM
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Chris wrote:
Today we ran a very successful two-hour test of the new experimental Turbo Hardcore league mode (where monsters move, attack and cast quickly). We'll be running a three-hour Turbo Hardcore event at the usual race time this weekend with prizes.
We deployed a small update today (with no new version number or patch notes) that will probably fix the graphical glitches and associated crashes that users have been experiencing for the last few months. We'd welcome any feedback on whether this improved the situation. Our metrics indicate that this should fix about 55% of crashes that occur.
We're glad that everyone loved the Digital Soundtrack that we posted yesterday. In response to some questions about track numbers, Jonathan posted the full list here. The final mastered versions of the soundtrack will be added to the game in the 0.9.12qq patch early next week. They're a lot better quality than what is currently in-game.
In other news, our YouTube channel recently passed one million total views. I've been really enjoying making the Build of the Week video series, and we have some other interesting content lined up for the future, so we'd really appreciate you subscribing to the channel if you'd like to know about it as soon as it's posted.
So this is how we're expecting bugs to get fixed? We hope it reduces crashed by only 55%?
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Posted byrflynn74#0347on Oct 5, 2012, 12:51:27 PM
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rflynn74 wrote:
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Chris wrote:
Today we ran a very successful two-hour test of the new experimental Turbo Hardcore league mode (where monsters move, attack and cast quickly). We'll be running a three-hour Turbo Hardcore event at the usual race time this weekend with prizes.
We deployed a small update today (with no new version number or patch notes) that will probably fix the graphical glitches and associated crashes that users have been experiencing for the last few months. We'd welcome any feedback on whether this improved the situation. Our metrics indicate that this should fix about 55% of crashes that occur.
We're glad that everyone loved the Digital Soundtrack that we posted yesterday. In response to some questions about track numbers, Jonathan posted the full list here. The final mastered versions of the soundtrack will be added to the game in the 0.9.12qq patch early next week. They're a lot better quality than what is currently in-game.
In other news, our YouTube channel recently passed one million total views. I've been really enjoying making the Build of the Week video series, and we have some other interesting content lined up for the future, so we'd really appreciate you subscribing to the channel if you'd like to know about it as soon as it's posted.
So this is how we're expecting bugs to get fixed? We hope it reduces crashed by only 55%?
It indicates that more than half of all crashes were being reported as caused by this particular bug, which they believe they have fixed, but not the others yet. Fixing this one bug then has reduced the total number of crashes by 55%, however there are other bugs still left to be fixed that account for 45% of all crashes.
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Posted byzeto#6003on Oct 5, 2012, 12:57:40 PMAlpha Member
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